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===PF Units=== Your Recon fireteam is composed of 12 of the following: * 1 Pathfinder Shas'ui * 11 of the following ** 0-11 Shas'la Pathfinders ** 0-1 Blooded Pathfinder ** 0-1 Drone Controller Pathfinder ** 0-1 Assault Grenadier Pathfinder ** 0-1 Medical Technician Pathfinder ** 0-1 Transpectral Interference Pathfinder ** 0-1 Communications Specialist Pathfinder ** 0-2 Weapons Specialist Pathfinder ** 0-1 Marksman Pathfinder ** 0-1 MB3 Recon Drone (Counts as 2 selections) ** 0-1 MV31 Pulse Accelerator Drone ** 0-1 MV33 Grav-Inhibitor Drone ** 0-1 MV1 Gun Drone ** 0-1 MV4 Shield Drone ** 0-1 MV7 Marker Drone *'''Pathfinder Shas'ui (Marksman, Scout):''' A slightly better pathfinder, still carrying markerlights. Interestingly, they don't use their guns to fight, but instead wield their bonding knives like in [[Fire Warrior]], giving them something as strong as a guardsman's chainsword and with Balanced. Not only can they trigger an Art of War once per game, but they can also provide a Holographic Readout, allowing a friendly non-{{W40kKeyword|Drone}} operative perform objective actions at a 1AP discount. *'''Shas'la Pathfinder (Marksman, Scout):''' The base pathfinder's pulse carbine is more than a match for a lasgun and can even outfire a bolter. If you're just looking to fill up an open spot on your kill team and don't need a specialist, the basic shas'la won't let you down. *'''Blooded Pathfinder (Staunch, Marksman, Scout):''' A curiosity among your lot, but this guy can act as a forward scout. Their pulse carbine is suppressed, granting it the Silent rule so you can hide this guy in cover and then open fire upon the enemy. Their melee prowess isn't too bad either, as their prosthetic hand hits about as hard as marine's fist. *'''Drone Controller Pathfinder (Staunch, Scout):''' If you ever felt like your drones don't do enough, this is the guy to turn to. When you set them up, you can also set up a drone with the Conceal order within 6"/pentagon of your table edge and more than 6"/pentagon of the enemy's edge and over 3"/square of any enemy operatives. In addition, they can spend an AP to either activate a readied drone (freeing them of a lot of the handicaps dealt by Artificial Intelligence) or give an activated drone an extra Dash or Shoot action (though shooting takes a -1 BS penalty). *'''Transpectral Interference Pathfinder (Marksman, Scout):''' A saboteur of a pathfinder, using their visor to shoot otherwise-obscured enemies. Their special action robs a visible enemy of 1 AP for the turn as they manage to jam their systems somehow (The less said about how you could possibly try this on a tyranid or daemon, the better). *'''Assault Grenadier Pathfinder (Staunch, Scout):''' The Demo-Tau. This particular pathfinder manages to have all three grenade options for free, giving you plenty of EP to spare for other gear. While less notable, the grenadier's helmet also lets them ignore any changes APL, WS, and BS. This means that you can keep firing under any circumstance, even when they're at death's door and needing a medic. *'''Communications Specialist Pathfinder (Scout):''' This opetative works like any other Comms operative in that they have an option to share an AP with nearby allies. Seeing that the team is almost entirely primed for shooting, this doesn't really run into any issues of playing keep-up. Also helpful is the fact that they can still help even without being within support range by throwing markerlights. *'''Medical Technician Pathfinder (Staunch, Scout):''' Your medic, here to keep your pathfinders alive, but not your disposable drones. As with the ones given to the veteran guardsmen and novitiates, this guy can restore a nearby tau to 1 wound and then send them packing, spending 1 AP for both the medical officer and the patient. You can also heal 2d3 wounds for an operative if you didn't resurrect anyone. *'''Pathfinder Weapons Expert (Marksman):''' While lacking the markerlights that other pathfinders get, the guns this guy get are more than useful enough to compensate. The ion rifle gets P1 on a crit, but you can overcharge it to risk Hot for better damage and AP1. The rail rifle comes with AP1 by default, but Lethal 5+ allows it to easily score mortal wounds on a crit. *'''Marksman Pathfinder (Marksman):''' Your true sniper, though lacking with the markerlights. Rather than a pulse carbine, the marksman gets a pulse rail rifle, which is essentially the weapons expert's rail rifle but able to use another type of ammo and doesn't degrade BS when using overwatch. This second ammo type is weaker than the basic ammo type and lacks Lethal, but it gains Silent to allow you to hide the sniper. *''' MB3 Recon Drone (Staunch, marksman, Scout):''' Counts as two selections. A beefier drone that comes with a burst cannon for serious heavy fire. By itself, this lends pretty well to making it a tank drone. However, it also has some additional perks. In the scouting phase you can use this drone to give you the Recon option as well as whatever you were planning to pick (this won't let you game the Initiative if you'd have lost with your default choice) for an extra edge. They also have an action that marks an enemy and nearby ally, letting the ally re-roll all hit dice when shooting the designated target. *'''MV1 Gun Drone (Marksman):''' This drone is little more than a pulse carbine with Relentless, giving you some practically guaranteed hits and little else. While it can be used as a bullet shield, you're going to be sacrificing a gun to do so. *'''MV4 Shield Drone (Staunch):''' One of the drones better suited to being a bullet sponge, this one comes with a 4++ save as well as a 5+ FNP, which will be a very useful combination in protecting your pathfinders from bullets. This makes the shield drone better for being a dedicated bodyguard for a certain operative. *'''MV7 Marker Drone (Staunch, Scout):''' With this entire team being pathfinders, you'd expect the marker drone to be reduntant - WRONG. Any time this drone uses the Markerlight action, it slaps two tokens upon the enemy, granting an immediate No Cover for your next operative. Stacked with other markerlights and you can make for some ridiculous plays. *'''MB31 Pulse Accelerator Drone (Staunch, Scout):''' This drone is excellent for supporting any member of your kill-team as it boosts all pulse weapons within square/3" of it. This makes one shot the pulse weapon makes a guaranteed hit (not a crit tho), which is already helpful enough. *'''MB33 Grav-Inhibitor Drone (Staunch, Scout):''' Made to piss off any offensive acts. Anyone who charges or dashes within pentagon/6" of this thing will suffer a loss to their additional movement. In addition, it can spend an AP to set up a grav-wave that makes it easier for friendly operatives to fall back, a very necessary action considering your obvious weaknesses.
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